507 lines
No EOL
17 KiB
C#
507 lines
No EOL
17 KiB
C#
using System;
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using Server.Items;
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using Server.Mobiles;
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using Server.Targeting;
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namespace Server.Engines.Craft
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{
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public class Repair
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{
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public static void Do(Mobile from, CraftSystem craftSystem, BaseTool tool)
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{
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from.Target = new InternalTarget(craftSystem, tool);
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from.SendLocalizedMessage(1044276); // Target an item to repair.
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}
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public static void Do(Mobile from, CraftSystem craftSystem, RepairDeed deed)
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{
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from.Target = new InternalTarget(craftSystem, deed);
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from.SendLocalizedMessage(1044276); // Target an item to repair.
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}
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private class InternalTarget : Target
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{
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private CraftSystem m_CraftSystem;
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private RepairDeed m_Deed;
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private BaseTool m_Tool;
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public InternalTarget(CraftSystem craftSystem, BaseTool tool) : base(2, false, TargetFlags.None)
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{
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m_CraftSystem = craftSystem;
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m_Tool = tool;
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}
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public InternalTarget(CraftSystem craftSystem, RepairDeed deed) : base(2, false, TargetFlags.None)
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{
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m_CraftSystem = craftSystem;
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m_Deed = deed;
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}
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private int GetWeakenChance(Mobile mob, SkillName skill, int curHits, int maxHits) => 40 + (maxHits - curHits) - (int)((m_Deed?.SkillLevel ?? mob.Skills[skill].Value) / 10);
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private bool CheckWeaken(Mobile mob, SkillName skill, int curHits, int maxHits) => GetWeakenChance(mob, skill, curHits, maxHits) > Utility.Random(100);
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private int GetRepairDifficulty(int curHits, int maxHits) => (maxHits - curHits) * 1250 / Math.Max(maxHits, 1) - 250;
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private bool CheckRepairDifficulty(Mobile mob, SkillName skill, int curHits, int maxHits)
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{
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double difficulty = GetRepairDifficulty(curHits, maxHits) * 0.1;
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if (m_Deed != null)
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{
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double value = m_Deed.SkillLevel;
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double minSkill = difficulty - 25.0;
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double maxSkill = difficulty + 25;
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if (value < minSkill)
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return false; // Too difficult
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if (value >= maxSkill)
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return true; // No challenge
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double chance = (value - minSkill) / (maxSkill - minSkill);
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return chance >= Utility.RandomDouble();
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}
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return mob.CheckSkill(skill, difficulty - 25.0, difficulty + 25.0);
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}
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private bool CheckDeed(Mobile from)
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{
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if (m_Deed != null) return m_Deed.Check(from);
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return true;
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}
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private bool IsSpecialClothing(BaseClothing clothing)
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{
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// Clothing repairable but not craftable
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if (m_CraftSystem is DefTailoring)
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return clothing is BearMask
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|| clothing is DeerMask
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|| clothing is TheMostKnowledgePerson
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|| clothing is TheRobeOfBritanniaAri
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|| clothing is EmbroideredOakLeafCloak;
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return false;
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}
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private bool IsSpecialWeapon(BaseWeapon weapon)
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{
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// Weapons repairable but not craftable
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if (m_CraftSystem is DefTinkering)
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return weapon is Cleaver
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|| weapon is Hatchet
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|| weapon is Pickaxe
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|| weapon is ButcherKnife
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|| weapon is SkinningKnife;
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if (m_CraftSystem is DefCarpentry)
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{
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return weapon is Club
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|| weapon is BlackStaff
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|| weapon is MagicWand
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#region Temporary
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// TODO: Make these items craftable
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|| weapon is WildStaff;
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#endregion
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}
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if (m_CraftSystem is DefBlacksmithy)
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{
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return weapon is Pitchfork
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#region Temporary
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// TODO: Make these items craftable
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|| weapon is RadiantScimitar
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|| weapon is WarCleaver
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|| weapon is ElvenSpellblade
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|| weapon is AssassinSpike
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|| weapon is Leafblade
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|| weapon is RuneBlade
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|| weapon is ElvenMachete
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|| weapon is OrnateAxe
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|| weapon is DiamondMace;
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#endregion
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}
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#region Temporary
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// TODO: Make these items craftable
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if (m_CraftSystem is DefBowFletching)
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return weapon is ElvenCompositeLongbow
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|| weapon is MagicalShortbow;
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#endregion
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return false;
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}
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private bool IsSpecialArmor(BaseArmor armor)
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{
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// Armor repairable but not craftable
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#region Temporary
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// TODO: Make these items craftable
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if (m_CraftSystem is DefTailoring)
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return armor is LeafTonlet
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|| armor is LeafArms
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|| armor is LeafChest
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|| armor is LeafGloves
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|| armor is LeafGorget
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|| armor is LeafLegs
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|| armor is HideChest
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|| armor is HideGloves
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|| armor is HideGorget
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|| armor is HidePants
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|| armor is HidePauldrons;
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if (m_CraftSystem is DefCarpentry)
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return armor is WingedHelm
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|| armor is RavenHelm
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|| armor is VultureHelm
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|| armor is WoodlandArms
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|| armor is WoodlandChest
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|| armor is WoodlandGloves
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|| armor is WoodlandGorget
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|| armor is WoodlandLegs;
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if (m_CraftSystem is DefBlacksmithy)
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return armor is Circlet
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|| armor is RoyalCirclet
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|| armor is GemmedCirclet;
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#endregion
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return false;
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}
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protected override void OnTarget(Mobile from, object targeted)
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{
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int number;
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if (!CheckDeed(from))
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return;
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bool usingDeed = m_Deed != null;
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bool toDelete = false;
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// TODO: Make an IRepairable
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if (m_CraftSystem.CanCraft(from, m_Tool, targeted.GetType()) == 1044267)
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{
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number = 1044282; // You must be near a forge and and anvil to repair items. * Yes, there are two and's *
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}
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else if (m_CraftSystem is DefTinkering && targeted is Golem g)
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{
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int damage = g.HitsMax - g.Hits;
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if (g.IsDeadBondedPet)
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{
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number = 500426; // You can't repair that.
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}
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else if (damage <= 0)
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{
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number = 500423; // That is already in full repair.
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}
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else
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{
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double skillValue = usingDeed ? m_Deed.SkillLevel : from.Skills.Tinkering.Value;
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if (skillValue < 60.0)
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{
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number =
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1044153; // You don't have the required skills to attempt this item. //TODO: How does OSI handle this with deeds with golems?
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}
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else if (!from.CanBeginAction<Golem>())
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{
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number = 501789; // You must wait before trying again.
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}
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else
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{
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if (damage > (int)(skillValue * 0.3))
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damage = (int)(skillValue * 0.3);
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damage += 30;
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if (!from.CheckSkill(SkillName.Tinkering, 0.0, 100.0))
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damage /= 2;
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Container pack = from.Backpack;
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if (pack != null)
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{
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int v = pack.ConsumeUpTo(typeof(IronIngot), (damage + 4) / 5);
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if (v > 0)
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{
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g.Hits += v * 5;
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number = 1044279; // You repair the item.
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toDelete = true;
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from.BeginAction<Golem>();
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Timer.DelayCall(TimeSpan.FromSeconds(12.0), from.EndAction<Golem>);
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}
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else
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{
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number = 1044037; // You do not have sufficient metal to make that.
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}
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}
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else
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{
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number = 1044037; // You do not have sufficient metal to make that.
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}
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}
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}
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}
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else if (targeted is BaseWeapon weapon)
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{
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SkillName skill = m_CraftSystem.MainSkill;
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int toWeaken = 0;
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if (Core.AOS)
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{
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toWeaken = 1;
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}
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else if (skill != SkillName.Tailoring)
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{
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double skillLevel = usingDeed ? m_Deed.SkillLevel : from.Skills[skill].Base;
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if (skillLevel >= 90.0)
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toWeaken = 1;
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else if (skillLevel >= 70.0)
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toWeaken = 2;
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else
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toWeaken = 3;
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}
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if (m_CraftSystem.CraftItems.SearchForSubclass(weapon.GetType()) == null && !IsSpecialWeapon(weapon))
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{
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number = usingDeed
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? 1061136
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: 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract.
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}
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else if (!weapon.IsChildOf(from.Backpack) && (!Core.ML || weapon.Parent != from))
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{
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number = 1044275; // The item must be in your backpack to repair it.
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}
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else if (!Core.AOS && weapon.PoisonCharges != 0)
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{
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number = 1005012; // You cannot repair an item while a caustic substance is on it.
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}
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else if (weapon.MaxHitPoints <= 0 || weapon.HitPoints == weapon.MaxHitPoints)
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{
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number = 1044281; // That item is in full repair
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}
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else if (weapon.MaxHitPoints <= toWeaken)
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{
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number = 1044278; // That item has been repaired many times, and will break if repairs are attempted again.
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}
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else
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{
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if (CheckWeaken(from, skill, weapon.HitPoints, weapon.MaxHitPoints))
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{
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weapon.MaxHitPoints -= toWeaken;
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weapon.HitPoints = Math.Max(0, weapon.HitPoints - toWeaken);
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}
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if (CheckRepairDifficulty(from, skill, weapon.HitPoints, weapon.MaxHitPoints))
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{
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number = 1044279; // You repair the item.
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m_CraftSystem.PlayCraftEffect(from);
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weapon.HitPoints = weapon.MaxHitPoints;
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}
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else
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{
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number = usingDeed
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? 1061137
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: 1044280; // You fail to repair the item. [And the contract is destroyed]
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m_CraftSystem.PlayCraftEffect(from);
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}
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toDelete = true;
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}
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}
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else if (targeted is BaseArmor armor)
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{
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SkillName skill = m_CraftSystem.MainSkill;
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int toWeaken = 0;
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if (Core.AOS)
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{
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toWeaken = 1;
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}
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else if (skill != SkillName.Tailoring)
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{
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double skillLevel = usingDeed ? m_Deed.SkillLevel : from.Skills[skill].Base;
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if (skillLevel >= 90.0)
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toWeaken = 1;
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else if (skillLevel >= 70.0)
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toWeaken = 2;
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else
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toWeaken = 3;
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}
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if (m_CraftSystem.CraftItems.SearchForSubclass(armor.GetType()) == null && !IsSpecialArmor(armor))
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{
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number = usingDeed
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? 1061136
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: 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract.
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}
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else if (!armor.IsChildOf(from.Backpack) && (!Core.ML || armor.Parent != from))
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{
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number = 1044275; // The item must be in your backpack to repair it.
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}
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else if (armor.MaxHitPoints <= 0 || armor.HitPoints == armor.MaxHitPoints)
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{
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number = 1044281; // That item is in full repair
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}
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else if (armor.MaxHitPoints <= toWeaken)
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{
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number = 1044278; // That item has been repaired many times, and will break if repairs are attempted again.
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}
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else
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{
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if (CheckWeaken(from, skill, armor.HitPoints, armor.MaxHitPoints))
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{
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armor.MaxHitPoints -= toWeaken;
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armor.HitPoints = Math.Max(0, armor.HitPoints - toWeaken);
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}
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if (CheckRepairDifficulty(from, skill, armor.HitPoints, armor.MaxHitPoints))
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{
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number = 1044279; // You repair the item.
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m_CraftSystem.PlayCraftEffect(from);
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armor.HitPoints = armor.MaxHitPoints;
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}
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else
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{
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number = usingDeed
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? 1061137
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: 1044280; // You fail to repair the item. [And the contract is destroyed]
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m_CraftSystem.PlayCraftEffect(from);
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}
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toDelete = true;
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}
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}
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else if (targeted is BaseClothing clothing)
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{
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SkillName skill = m_CraftSystem.MainSkill;
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int toWeaken = 0;
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if (Core.AOS)
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{
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toWeaken = 1;
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}
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else if (skill != SkillName.Tailoring)
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{
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double skillLevel = usingDeed ? m_Deed.SkillLevel : from.Skills[skill].Base;
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if (skillLevel >= 90.0)
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toWeaken = 1;
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else if (skillLevel >= 70.0)
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toWeaken = 2;
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else
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toWeaken = 3;
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}
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if (m_CraftSystem.CraftItems.SearchForSubclass(clothing.GetType()) == null &&
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!IsSpecialClothing(clothing) && !(clothing is TribalMask || clothing is HornedTribalMask))
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{
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number = usingDeed
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? 1061136
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: 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract.
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}
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else if (!clothing.IsChildOf(from.Backpack) && (!Core.ML || clothing.Parent != from))
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{
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number = 1044275; // The item must be in your backpack to repair it.
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}
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else if (clothing.MaxHitPoints <= 0 || clothing.HitPoints == clothing.MaxHitPoints)
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{
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number = 1044281; // That item is in full repair
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}
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else if (clothing.MaxHitPoints <= toWeaken)
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{
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number = 1044278; // That item has been repaired many times, and will break if repairs are attempted again.
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}
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else
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{
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if (CheckWeaken(from, skill, clothing.HitPoints, clothing.MaxHitPoints))
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{
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clothing.MaxHitPoints -= toWeaken;
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clothing.HitPoints = Math.Max(0, clothing.HitPoints - toWeaken);
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}
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if (CheckRepairDifficulty(from, skill, clothing.HitPoints, clothing.MaxHitPoints))
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{
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number = 1044279; // You repair the item.
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m_CraftSystem.PlayCraftEffect(from);
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clothing.HitPoints = clothing.MaxHitPoints;
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}
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else
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{
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number = usingDeed
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? 1061137
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: 1044280; // You fail to repair the item. [And the contract is destroyed]
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m_CraftSystem.PlayCraftEffect(from);
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}
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toDelete = true;
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}
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}
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else if (!usingDeed && targeted is BlankScroll scroll)
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{
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SkillName skill = m_CraftSystem.MainSkill;
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if (from.Skills[skill].Value >= 50.0)
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{
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scroll.Consume(1);
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RepairDeed deed = new RepairDeed(RepairDeed.GetTypeFor(m_CraftSystem), from.Skills[skill].Value,
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from);
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from.AddToBackpack(deed);
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number = 500442; // You create the item and put it in your backpack.
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}
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else
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{
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number = 1047005; // You must be at least apprentice level to create a repair service contract.
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}
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}
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else if (targeted is Item)
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{
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number = usingDeed
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? 1061136
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: 1044277; // That item cannot be repaired. // You cannot repair that item with this type of repair contract.
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}
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else
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{
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number = 500426; // You can't repair that.
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}
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if (!usingDeed)
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{
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CraftContext context = m_CraftSystem.GetContext(from);
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from.SendGump(new CraftGump(from, m_CraftSystem, m_Tool, number));
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}
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else
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{
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from.SendLocalizedMessage(number);
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if (toDelete)
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m_Deed.Delete();
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}
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}
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}
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}
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} |